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Lecture covers basics of hardware accelerated computer graphics on PC.
Topics: mathematical foundations for 3D graphics, data structures,
computer graphics pipeline, geometric transforms and
lighting, visibility, transparency, texturing, stencil buffer,
multipass rendering, etc.
GPU programming: vertex-shaders and pixel-shaders,
API for HW accelerated graphics programming.
Last update: T_KSVI (21.05.2004)
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Student must have enough lab assignments finished before going to an exam.
Exam can be repeated. Lab credit repetition is irrelevant. Last update: Kolomazník Jan, RNDr., Ph.D. (18.02.2019)
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Tomas Akenine-Möller, Eric Haines: Real-Time Rendering, A K Peters, 2002, ISBN: 1568811829
OpenGL Architecture Review Board: OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.4, Fourth Edition, Addison-Wesley, 2003, ISBN: 0321173481
Randi J. Rost: OpenGL(R) Shading Language, Addison-Wesley, 2004, ISBN: 0321197895
Ron Fosner: Real-Time Shader Programming, Morgan Kaufmann, 2002, ISBN: 1558608532 Last update: Töpfer Pavel, doc. RNDr., CSc. (31.01.2018)
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Exam is written and oral (basis is written, there is a possibility to call a student for short discussion over the answers).
Every topics presented at lectures can be examined (exceptions are mentioned specifically): https://cgg.mff.cuni.cz/~kolomaznik/index.php#NPGR019
Student should sucessfuly finish at least two lab assignments before going to an exam. Last update: Kolomazník Jan, RNDr., Ph.D. (18.02.2019)
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1. Introduction, history
graphical pipeline: application, geometry, rasterization, history of HW 3D graphics acceleration 2. 3D scene representation Brep, triangle meshes, index arrays, hierarchical representations, level-of-detail, skinning, billboard techniques, point sprites 3. Basic algorithms visibility, transparency, clipping, shading, color interpolation, fog, texture mapping, bump mapping, environment mapping 4. Programming graphical accelerator data passing, data types, textures, index-buffers, strips/fans, double-buffering, accumulation buffer, stencil-buffer, multipass rendering, shaders: architecture, introduction to shader programming 5. Advanced methods, shaders advanced shaders, vertex and fragment shader cooperation, vertex blending, Phong shading, fog, transparency, accumulation buffers and stencil buffers: motion blur, depth of field, shadow casting, data culling, portal techniques, selected methods from animation, skeletal hierarchy, tesselation and geometry shaders 6. API for 3D accelerated graphics updates in OpenGL 4, shaders, Cg language, samples, cookbook, brief API reference 7. CUDA basics of programing massive parallel processors using CUDA and OpenCL 8. Realtime raytracing OptiX - interface for realtime GPU raytracing, its alternatives, current HW for raytracing Last update: Pelikán Josef, RNDr. (17.02.2011)
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